﻿using OpenTK;

namespace OpenTKTutorial8
{
    /// <summary>
    /// A rectangular prism with square sides (seriously, you know what a cube is)
    /// </summary>
    class Cube : Volume
    {
        public Cube()
        {
            VertCount = 8;
            IndiceCount = 36;
            ColorDataCount = 8;
        }
        
        public override Vector3[] GetVerts()
        {
            return new Vector3[] {new Vector3(-0.5f, -0.5f,  -0.5f),
                new Vector3(0.5f, -0.5f,  -0.5f),
                new Vector3(0.5f, 0.5f,  -0.5f),
                new Vector3(-0.5f, 0.5f,  -0.5f),
                new Vector3(-0.5f, -0.5f,  0.5f),
                new Vector3(0.5f, -0.5f,  0.5f),
                new Vector3(0.5f, 0.5f,  0.5f),
                new Vector3(-0.5f, 0.5f,  0.5f),
            };
        }

        public override int[] GetIndices(int offset = 0)
        {
            int[] inds = new int[] {
                //left
                0, 2, 1,
                0, 3, 2,
                //back
                1, 2, 6,
                6, 5, 1,
                //right
                4, 5, 6,
                6, 7, 4,
                //top
                2, 3, 6,
                6, 3, 7,
                //front
                0, 7, 3,
                0, 4, 7,
                //bottom
                0, 1, 5,
                0, 5, 4
            };

            if (offset != 0)
            {
                for (int i = 0; i < inds.Length; i++)
                {
                    inds[i] += offset;
                }
            }

            return inds;
        }

        public override Vector3[] GetColorData()
        {
            return new Vector3[] {
                new Vector3(1f, 0f, 0f),
                new Vector3( 0f, 0f, 1f),
                new Vector3( 0f, 1f, 0f),
                new Vector3( 1f, 0f, 0f),
                new Vector3( 0f, 0f, 1f),
                new Vector3( 0f, 1f, 0f),
                new Vector3( 1f, 0f, 0f),
                new Vector3( 0f, 0f, 1f)
            };
        }

        public override void CalculateModelMatrix()
        {
            ModelMatrix = Matrix4.CreateScale(Scale) * Matrix4.CreateRotationX(Rotation.X) * Matrix4.CreateRotationY(Rotation.Y) * Matrix4.CreateRotationZ(Rotation.Z) * Matrix4.CreateTranslation(Position);
        }

        public override Vector2[] GetTextureCoords()
        {
            return new Vector2[]{};
        }
    }
}
